It concerned an attack by a Canadian infantry company against a defended brickworks to the south of Bagnacavallo. It is supported by some 75mm-armed Chruchills, which were considered to be a better bet for HE support against entrenched Germans, or those deployed in cover.
Orders of Battle:
Allied:
Inf Coy (from the Royal 22nd Regiment), c.80 men
Tank Pl: 3 x Churchill NA75 from 3 Troop, A Sqn 12 RTR (incidentally the only war-time raised RTR Bn without a full wiki entry)
Support:
6 x Spitfire V (with 2x20mm cannon, 4xMGs)
25lb battery (8 guns - could be reduced to 4 in the scenario for game balance)
There are some engineers finishing a bailey bridge (which I didn't represent); they will finish the bridge in d6-1 turns from the start.
Germans ("The Teds"):
Inf Coy: c.80 men.
+1 x Panther
The Panther was optional: it would enter on the roll of a '6' on a D6 from Turn 6 onwards...
The Terrain:
View from the German side from behind "The Brickworks"; the dark areas represent the German slit trench systems; all the trenches are linked |
And the view from behind the villas |
And from behind the Allied lines |
And the view from behind the deployed German company |
A closer shot of the Canadians at their jump-off point |
Smoke starts landing in front of the German positions... |
Until the smoke becomes nice and thick, covering the front of the German positions |
The Canadian infantry starts it advance; also note that one platoon is advancing cautiously through the villas (top) |
The advance continues... |
The main body of the Canadian company is nearing the relative safety of a drainage ditch; the flanking platoon is stuck, not wishing to risk casualties by too much aggressive action |
Would cowering be too strong a word here? Of course, what the canny Commonwealth troops are doing is working out if the Panther will advance into PIAT range, or show a flank to one of the Churchills. |
The textbook operation is over! Victory to the Commonwealth... |
Game Notes:
Quite an interesting scenario, and the result went more or less historically, with the exception that in real life, the Panther didn't turn up. The Germans were first forced from the slit trenches and then forced out of the brickworks by HE fire. However, in the refight, the Panther did turn up, which to my mind meant that the game hinged on the tank fight; if the Churchills had all been destroyed, or the troop had failed its morale check, it is difficult to see how the Commonwealth could have succeeded: air attacks with 20mm cannons and machineguns are totally useless in these rules against Panthers, as is indirect 25lb fire. Amusingly enough, I forget to check the stats for the 75mm vice the 6lber before play - so I got the shock of my life when I realized that these Churchills were not going to be taking out a Panther from the frontal arc! This is quite different from the 6lb gun, which does have an even chance under 500m. However, once the Churchill troop did manage to knock out the Panther, a text book combination of air attack, savage artillery bombardment then whirlwind infantry assault from close range saw off the Germans in short order. In real life, the artillery fired 25lb HE all the way in and the tanks did much of the work moving through the villas then hammering the defenders with direct fire HE.
I did incorporate a couple of changes to the WRG 1925-1950 rules which I have discussed recently; I rules that static Bren guns could have a second fire at a different target within 50m of a first target, as long as it had at least suppressed that target; MG42s and Vickers could a have a third fire. And troops with a covered escape route could choose to retire even whilst suppressed. Both rule changes worked well; hardly changing the flow of the game but probably increasing slightly the realism of the result.
Figures were a mixture of Baccus 6mm and GHQ, vehicles were all GHQ.